Halivar
First Post
This wouldn't work for PVP at all. Seems like the person proffering the rejected Compel should get the Fate point.If Bob doesn't accept, hand it to the GM, and poor Bob has to hand one to the GM too.
This wouldn't work for PVP at all. Seems like the person proffering the rejected Compel should get the Fate point.If Bob doesn't accept, hand it to the GM, and poor Bob has to hand one to the GM too.
This wouldn't work for PVP at all. Seems like the person proffering the rejected Compel should get the Fate point.
I picked up both FATE and FATE: Accelerated, and I would like to run Accelerated as a pick up game sometime. But there are some concepts I just plain am not grokking.
What is the difference between the High Concept and the other 2-3 non-Trouble Aspects the book suggests you take? It seemed like the other Aspects were just more High Concepts. Also, I didn't see any examples of these "lesser" Aspects.
Mechanically there is no difference between the High Concept, the Trouble, and any other character related aspect.
Found some useful stuff here.
The guy at Sly Flourish has made a D&D hack for Fate Accelerated.
Also, in order to help Aspects and add story to them, Rob Donoghue has an interesting article about creating anchors to places or people to make the aspect able to bring in to the game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.